I need to use the normal of the model in a shader to blend a different texture depending on the steepness of a slope.
I tried to use
NORMAL is a view-space vector, and it changes when the camera moves, that's not what I need.
SRC_NORMAL, but it is only available in vertex shaders (I'm writing a fragment shader).
Is there any way to get this normal?
I also tried what the doc indicates:
vec3 world_normal = NORMAL * mat3(INV_CAMERA_MATRIX);
However this produces an error,
mat3 cannot be used with